// UI Editable properties
uniform sampler2D   _FaceTex;                   // Alpha : Signed Distance
uniform float       _FaceUVSpeedX;
uniform float       _FaceUVSpeedY;
uniform fixed4      _FaceColor;                 // RGBA : Color + Opacity
uniform float       _FaceDilate;                // v[ 0, 1]
uniform float       _OutlineSoftness;           // v[ 0, 1]

uniform sampler2D   _OutlineTex;                // RGBA : Color + Opacity
uniform float       _OutlineUVSpeedX;
uniform float       _OutlineUVSpeedY;
uniform fixed4      _OutlineColor;              // RGBA : Color + Opacity
uniform float       _OutlineWidth;              // v[ 0, 1]

uniform float       _Bevel;                     // v[ 0, 1]
uniform float       _BevelOffset;               // v[-1, 1]
uniform float       _BevelWidth;                // v[-1, 1]
uniform float       _BevelClamp;                // v[ 0, 1]
uniform float       _BevelRoundness;            // v[ 0, 1]

uniform sampler2D   _BumpMap;                   // Normal map
uniform float       _BumpOutline;               // v[ 0, 1]
uniform float       _BumpFace;                  // v[ 0, 1]

uniform samplerCUBE _Cube;                      // Cube / sphere map
uniform fixed4      _ReflectFaceColor;          // RGB intensity
uniform fixed4      _ReflectOutlineColor;
//uniform float     _EnvTiltX;                  // v[-1, 1]
//uniform float     _EnvTiltY;                  // v[-1, 1]
uniform float3      _EnvMatrixRotation;
uniform float4x4    _EnvMatrix;

uniform fixed4      _SpecularColor;             // RGB intensity
uniform float       _LightAngle;                // v[ 0,Tau]
uniform float       _SpecularPower;             // v[ 0, 1]
uniform float       _Reflectivity;              // v[ 5, 15]
uniform float       _Diffuse;                   // v[ 0, 1]
uniform float       _Ambient;                   // v[ 0, 1]

uniform fixed4      _UnderlayColor;             // RGBA : Color + Opacity
uniform float       _UnderlayOffsetX;           // v[-1, 1]
uniform float       _UnderlayOffsetY;           // v[-1, 1]
uniform float       _UnderlayDilate;            // v[-1, 1]
uniform float       _UnderlaySoftness;          // v[ 0, 1]

uniform fixed4      _GlowColor;                 // RGBA : Color + Intesity
uniform float       _GlowOffset;                // v[-1, 1]
uniform float       _GlowOuter;                 // v[ 0, 1]
uniform float       _GlowInner;                 // v[ 0, 1]
uniform float       _GlowPower;                 // v[ 1, 1/(1+4*4)]

// API Editable properties
uniform float       _ShaderFlags;
uniform float       _WeightNormal;
uniform float       _WeightBold;

uniform float       _ScaleRatioA;
uniform float       _ScaleRatioB;
uniform float       _ScaleRatioC;

uniform float       _VertexOffsetX;
uniform float       _VertexOffsetY;

//uniform float     _UseClipRect;
uniform float       _MaskID;
uniform sampler2D   _MaskTex;
uniform float4      _MaskCoord;
uniform float4      _ClipRect;  // bottom left(x,y) : top right(z,w)
//uniform float     _MaskWipeControl;
//uniform float     _MaskEdgeSoftness;
//uniform fixed4        _MaskEdgeColor;
//uniform bool      _MaskInverse;

uniform float       _MaskSoftnessX;
uniform float       _MaskSoftnessY;

// Font Atlas properties
uniform sampler2D   _MainTex;
uniform float       _TextureWidth;
uniform float       _TextureHeight;
uniform float       _GradientScale;
uniform float       _ScaleX;
uniform float       _ScaleY;
uniform float       _PerspectiveFilter;
